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genpatton043

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Everything posted by genpatton043

  1. genpatton043

    1.07 Bugs: Report them here please.

    Nope, In fact, I've never really had any issues with saved games at any point, even when Arma 2 first came out. Don't know why, I know a lot of people did. I had my share of CTD's and "Out of memory" error messages, but not on saved BIS missions.
  2. genpatton043

    1.07 Bugs: Report them here please.

    I haven't seen had any issues using saves so far.
  3. genpatton043

    1.07 Bugs: Report them here please.

    The way I got it to work for me was to not use the launcher. The biggest reasons I used the launcher was it was easy to put it in window mode and of course selecting addons. But now, you can do this straight up from the game itsaelf. So, I use the Arma 2 Combined Ops shortcut and than set everything up in game and it works fine. Not sure what the issue was, but once I downloaded the latest patch, everything is ok. The only issue I have is that with the launcher, none of the Operation Arrowhead material shows up, so, like I mentioned, I just use the combined ops shortcut and everything is ok. ---------- Post added at 09:08 PM ---------- Previous post was at 08:53 PM ---------- A couple of bugs I noticed while playing mission #3 in Sp. 1) Tank Ammo seems to default back to SABOT rounds after firing. I switched to HE a number of times to take out a UAZ or Dshk and it automatically reloads SABOT after firing. 2) Cannot finish mission #3. I get through the first two objectives with the last being clearing the strongpoints. once the last strongpoint is cleared, the game autosaves and the new task, "Protect convoy" appears it waits for a second, than the screen goes black as if there is a cutscene about to begin, but it never does. Everything just hangs on this black screen. You can't pause, save or do anything. In fact, the only way to get out is to Cntl+Alt+Del and shut down the game. When you retsart the same thing occurs.
  4. genpatton043

    ARMA 2 OA 1.52 :Bugs

    At the very start of the SP campaign I get an error message "Script Ep1 GUI dynamic text.sqf" not found. I can than go through to the start of the first mission when I get another message ca\function\EP1_GUI\fn_infotext.cqf" not found. The mission starts with us sitting in the car, but thats it. We just sit there and also, there are no tasks or notes that come up in the map screen.
  5. genpatton043

    1.07 Bugs: Report them here please.

    No, originally I was not, although after reading your post I tried running it with that file loaded and got that error message. once I removed it, I was fine. I have been testing out a campaign I have been writing and I have grouped all of my addons for that campaign into one mod folder, so its a little easier to keep track of. It's rare that I even make any additions/subtractions to the mods, generally I only do it if I am trying out a new addon. Now, I will say this, the other night when I DL'd the 71726 Beta and had this issue, it worked fine if I had ACE loaded. I only got the error when not using ACE. (The campaign is not ACE compatible yet, so I only use ACE if I DL'd a mission.) I did not try ACE tonight before I reinstalled the launcher so I don't know if it worked with the 1.07 patch or not. Right now however, everything seems to be OK. (Fingers crossed)
  6. genpatton043

    1.07 Bugs: Report them here please.

    I don't have either of the NOBLURR addons. It was something in the launcher. I removed the launcher and than reinstalled it and it works fine atm. Not sure why exactly as they were the same version, but it works. Thanks.
  7. genpatton043

    1.07 Bugs: Report them here please.

    "Error Compiling Pixel Shader PSSPecularAlpha0" I had this same issue the other night with one of the Beta patches. I was hoping this patch might take care of it, but it does not. However, it appears that this only happens if I use a Launcher for the game. If I use the plain jane shortcut, it works. What do I need to do for it to work with a game launcher?
  8. genpatton043

    New Beta Build 71726 is up

    I'm using a launcher, so would that still apply?
  9. genpatton043

    New Beta Build 71726 is up

    I do not have that, nor Kegetys. I tried not using GLT 4 also and still got the same error.
  10. genpatton043

    New Beta Build 71726 is up

    I don't normally download Beta patches but since a majority here seem to have seen an improvement, I thought I'd try it. My rig is a lightweight but has done the job pretty good for me. But anytime I think there might be a tweak, I will update. Intel Core Duo E6850 3.0 Window XP 32bit 6mb RAM (Using only 2.75 because of XP, planned to upgrade to Win7 64) 3 GeForce 9800 GTX 512mb Cards SLI. Error message is "Error Compiling Pixel Shader PSSSpecualarAlpha:0" What do I need to do?
  11. genpatton043

    Post-Apocalypse mod

    I gotta say, I am totally loving the looks of this mod. I've been writing a Twilight 2000 campaign and this would be the perfect setting for it. Nice job!
  12. genpatton043

    (SP)ACE2 The Conqueror

    I'll look forward to it. I also DL'ed some of your other missions but haven't had a chance to play them yet.
  13. genpatton043

    (SP)ACE2 The Conqueror

    OK, I went and finished the version where you added a few more enemies and thats A LOT better. I had a good little firefight going on in the railway station, so kudos and thanks for a great mission!
  14. genpatton043

    (SP)ACE2 The Conqueror

    There ya go, I never thought about that. I've hardly ever used it.
  15. genpatton043

    (SP)ACE2 The Conqueror

    LMAO not a problem! Glad to help. its not perfect by any means, but it is usable.
  16. genpatton043

    (SP)ACE2 The Conqueror

    OK, it does have to be done via the map. So, get into HC mode and than open your map. lets say you have a rifle squad at Point A and an empty Bradley at Point B, select them and you order them to point B. In the map, their waypoint should show up as a blue or black line and at the end of that line, the destination, there should be an "X". Move your mouse over that "X" and right click. After a second or two, a menu should show up containing "TYPE" "COMBAT MODE" "FORMATION" and others. Just select "TYPE". When the new window opens you should see waypoint types. Move, cycle, S&D load, unload, get out, and get in. Select "GET IN" That unit should now move to that point and get into the nearest vehicle which in this case is the Bradley. One thing to note, you have to have a little distance between the unit and the vehicle or it will not work. If they are to close, the unit can complete the waypoint before you are done setting the type. I hope that explains it as my descriptions can suck at times. LOL Oh yeah, most importantly, once your mouse is over the "X" do not move it until you are completely done. or the edit window will close
  17. genpatton043

    (SP)ACE2 The Conqueror

    Using the Cent_HC module. The "Get In" command is actually a "Get in Nearest" command. The campaign I am writing is built around a Mechanized Infantry company and I I've used it a number of times. I have little issues with it. The only thing you have to do is if a unit is getting out of a vehicle that you want them to get in at a later time, you have to put a temporary marker so that you know where their vehicle is at. And of course, its better to not have any other vehicles in the immediate area because they can be confused.Also, its done cia the map, you have to change the waypoint type, thats all. it works in normal HC also. Just tried it ---------- Post added at 07:17 PM ---------- Previous post was at 07:12 PM ---------- ---------- Post added at 06:09 PM ---------- Previous post was at 05:04 PM ---------- [/color] Yeah, I know about the Strykers and I also know that if you order a 6 man team to get into a vehicle that only holds 3, only three units will have "Mount" above their icons. The rest will default back into formation. And like I said, it doesn't happen to me all the time and I would not consider it a bug really. In fact, it really gets to a point where the player has to use a little initiative themselves to get some things to work in missions. =)
  18. genpatton043

    (SP)ACE2 The Conqueror

    Yeah, thats what I do also. I'll pack up anything I want to take first than get my guys to jump in. Yeah, can't hurt to let 'em know. Not sure about the reinforcement issue. It might be HC itself, but I don't know. I use them same HC in my missions and rarely have an problem with it. But I just took a Bradley and a stryker off base grounds, ordered paratroopers and they wouldn't get in either of them once they landed. So, I'm not sure.
  19. genpatton043

    (SP)ACE2 The Conqueror

    I think what he might be referring to is the location of some of the vehicles at the FOB. What I mean is, I noticed that, at times, there was a little difficulty in getting troops to load vehicles, like the Bradleys or Strykers. If you select your unit and order them to get in one of the Bradleys, your team members, again, at times, will travel to the southern entrance and try to come behind the vehicles, but they can't because of the wall, so they just stand there. I didn't think much of it because I usually will move the vehicle out some before loading. The other thing also might be the grass cutters. As a test, I sent some paratroops over the base and and than ordered them to get in one of the nearest vehicles. They won't because I think the grass cutters confuse them some. EDIT Just toyed with it a little. The Strykers seem to cause an issue because of their relation to the Anti Air radar. I just tried it twice and both times my guys went all the way around the radar but could not get through. They just kind of stood there. The grass cutter thing I might be wrong on, I could have swore that yesterday there was a time when, instead of moving to a specific area, the command of load grass cutter came up. But I can't reproduce that now so, like a lot of things, it could just be a figment of my imagination.
  20. genpatton043

    (SP)ACE2 The Conqueror

    OK, I am done and I will say, it was thoroughly enjoyable. Nice job and yes, you are correct, the mission ended fine without it being completed. If I were to recommend anything for the mission, maybe make the last task a little tougher. By the time I finally got to it, I had assembled a nice little army that was waiting at the gates. I took out the infantry that was south of the city and than took out the T-72 and that was it. Your defensive positions were good, I'm just thinking you could use a little more in town. But Kudos dude, it was good! Not a problem, glad I could help. (Does best "Godfather" impression, "There may come a time when you could return the favor")
  21. genpatton043

    (SP)ACE2 The Conqueror

    OK, not sure if this is me or the mission. But, I go through and complete all the tasks up to "Cut off communications". So, I go and attack the power station and eliminate the enemies there. I than use the satchel charges to blow up the transformers. They go Boom and I get a radio message saying something like "Good job, cutting off the communications will hurt the enemies ability to send reinforcements. Good work team." Yet, the task does not complete. do all of the buildings need to be taken out or just the transformers?
  22. genpatton043

    (SP)ACE2 The Conqueror

    You need to look at the Medevac addon folder. In that folder is a file called "MM". In that file it has a user_config file. What you need to do is copy the "MM" folder and place it into your "userconfig" file that is currently in your arma 2 directory. That master config file should have 2 "ACE" files in it already. Just copy the "MM" folder in with them and you should be good to go.
  23. genpatton043

    (SP)ACE2 The Conqueror

    No biggie, thats what I did.
  24. genpatton043

    (SP)ACE2 The Conqueror

    Just a quick a FYI, you'll need to add the FNC scopes as an addon requirement. No big deal. I just got the message when I tried to load.=)
  25. genpatton043

    (SP)ACE2 The Conqueror

    Nice job Manzilla, I like it. I especially like the fact that it is a longer mission and that you don't start in the middle of a firefight. I haven't finished it yet, but hopefully by tomorrow I can get it done. I just have to change my frame of mind as far as playing the mission. (I've been spending most of my time writing a campaign and have grown somewhat accustomed to knowing when something is going to happen in a mission. LOL) But this is a nice change of pace. Thanks! Edit- Once its finished I'll more than likely pick it apart a little, especially since you;'ve got some things going on that I am not to familiar with.
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